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Way back in Episode 6 of the first module of Coding 101, we talked a little about "Object Oriented Programming". OOP is an approach to programming that divides the process -- the "problem solving" of a program into modular, reusable pieces.
Before OOP, you wrote your program, then you considered how data might be processed by your code. In OOP, you don't think of data seperate from code -- instead, you think of "Objects" which combine code and data. You wrote your code, which then processed data. OOP unified the two: instead of having data and code, you have a "object" that combines the two. Instead of having pieces of code that handle sets of data, you now have OBJECTS that model In-Real-Life logic with In-Real-Life sets of data.
In other words... you code problem-solving, instead of process. It was a huge jump.
Now let's talk about CLASSES and OBJECTS
Back in Module 1, we talked about coding functions or "methods".
For Example
public int answer(int a, int b)
{
int c = a + b;
return c;
}
This will create a public function called "answer" that will accept two variables and return an integer value when called. We would call this function by writing:
answer(1,2)
and it would return:
3
That function or "method" combines variables and code that processes those variables.
A CLASS combines multiple "methods" and variables.
IMPORTANT!!! --- Don't Interchange "Class" and "Object"
Defining a Class is easy:
public class C101
{
//Fields, methods, properties, events... everything in the "blue print" goes in here
}
Creating an OBJECT of a class:
This will create an instance of the class "C101" called "object1". The reason why we write "C101" twice is because we're
Hosts: Fr. Robert Ballecer, SJ and Shannon Morse
Guest: Louis Maresca
Bandwidth for Coding 101 is provided by CacheFly.
Sponsors:
By TWiT4
44 ratings
Way back in Episode 6 of the first module of Coding 101, we talked a little about "Object Oriented Programming". OOP is an approach to programming that divides the process -- the "problem solving" of a program into modular, reusable pieces.
Before OOP, you wrote your program, then you considered how data might be processed by your code. In OOP, you don't think of data seperate from code -- instead, you think of "Objects" which combine code and data. You wrote your code, which then processed data. OOP unified the two: instead of having data and code, you have a "object" that combines the two. Instead of having pieces of code that handle sets of data, you now have OBJECTS that model In-Real-Life logic with In-Real-Life sets of data.
In other words... you code problem-solving, instead of process. It was a huge jump.
Now let's talk about CLASSES and OBJECTS
Back in Module 1, we talked about coding functions or "methods".
For Example
public int answer(int a, int b)
{
int c = a + b;
return c;
}
This will create a public function called "answer" that will accept two variables and return an integer value when called. We would call this function by writing:
answer(1,2)
and it would return:
3
That function or "method" combines variables and code that processes those variables.
A CLASS combines multiple "methods" and variables.
IMPORTANT!!! --- Don't Interchange "Class" and "Object"
Defining a Class is easy:
public class C101
{
//Fields, methods, properties, events... everything in the "blue print" goes in here
}
Creating an OBJECT of a class:
This will create an instance of the class "C101" called "object1". The reason why we write "C101" twice is because we're
Hosts: Fr. Robert Ballecer, SJ and Shannon Morse
Guest: Louis Maresca
Bandwidth for Coding 101 is provided by CacheFly.
Sponsors:

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